OldBlueWater/BlueWater/Assets/Behavior Designer Movement/Scripts/Tasks/Wander.cs

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2023-09-26 06:12:44 +00:00
using UnityEngine;
namespace BehaviorDesigner.Runtime.Tasks.Movement
{
[TaskDescription("Wander using the Unity NavMesh.")]
[TaskCategory("Movement")]
[HelpURL("https://www.opsive.com/support/documentation/behavior-designer-movement-pack/")]
[TaskIcon("c8e612848487a184f9090d416c932c47", "cc64e7434e679324c8cb39430f19eda8")]
public class Wander : NavMeshMovement
{
[Tooltip("Minimum distance ahead of the current position to look ahead for a destination")]
[UnityEngine.Serialization.FormerlySerializedAs("minWanderDistance")]
public SharedFloat m_MinWanderDistance = 20;
[Tooltip("Maximum distance ahead of the current position to look ahead for a destination")]
[UnityEngine.Serialization.FormerlySerializedAs("maxWanderDistance")]
public SharedFloat m_MaxWanderDistance = 20;
[Tooltip("The maximum number of degrees that the agent can turn when wandering")]
public SharedFloat m_MaxWanderDegrees = 5;
[Tooltip("The minimum length of time that the agent should pause at each destination")]
[UnityEngine.Serialization.FormerlySerializedAs("minPauseDuration")]
public SharedFloat m_MinPauseDuration = 0;
[Tooltip("The maximum length of time that the agent should pause at each destination (zero to disable)")]
[UnityEngine.Serialization.FormerlySerializedAs("maxPauseDuration")]
public SharedFloat m_MaxPauseDuration = 0;
[Tooltip("The maximum number of retries per tick (set higher if using a slow tick time)")]
[UnityEngine.Serialization.FormerlySerializedAs("targetRetries")]
public SharedInt m_TargetRetries = 1;
private float m_PauseTime;
private float m_DestinationReachTime;
// There is no success or fail state with wander - the agent will just keep wandering
public override TaskStatus OnUpdate()
{
if (HasArrived()) {
// The agent should pause at the destination only if the max pause duration is greater than 0
if (m_MaxPauseDuration.Value > 0) {
if (m_DestinationReachTime == -1) {
m_DestinationReachTime = Time.time;
m_PauseTime = Random.Range(m_MinPauseDuration.Value, m_MaxPauseDuration.Value);
} else if (m_DestinationReachTime + m_PauseTime <= Time.time) {
// Only reset the time if a destination has been set.
if (TrySetTarget()) {
m_DestinationReachTime = -1;
}
}
} else {
TrySetTarget();
}
}
return TaskStatus.Running;
}
private bool TrySetTarget()
{
var direction = transform.forward;
var attempts = m_TargetRetries.Value;
Vector3 destination;
while (attempts > 0) {
direction = Quaternion.Euler(0, Random.Range(-m_MaxWanderDegrees.Value, m_MaxWanderDegrees.Value), 0) * direction;
destination = transform.position + direction.normalized * Random.Range(m_MinWanderDistance.Value, m_MaxWanderDistance.Value);
if (SamplePosition(ref destination)) {
SetDestination(destination);
return true;
}
attempts--;
}
return false;
}
// Reset the public variables
public override void OnReset()
{
m_MinWanderDistance = 20;
m_MaxWanderDistance = 20;
m_MaxWanderDegrees = 5;
m_MinPauseDuration = 0;
m_MaxPauseDuration = 0;
m_TargetRetries = 1;
}
}
}